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    posted a message on Grid
    Quote from maia »

    Here's a longer explanation, and I'd appreciate if you'd create a wiki topic we could link to in future, especially as this problem isnt related to Grid but to code by blizzard (SecureRaidGroupHeader, contributed by Esamynn, Cide, and Iriel) that we have to use:

    ... see the post for full text ...

    Well, the answer is simple. You cannot reposition these frames when in combat. So lets assume you're raiding AQ20 and have 2 priests, 2 shamans and one druid. You'd put the three frames underneath each other. Now what happenes when another priest joins? He'll overlap the next group, in other words you'll have two unit frames on top of each other. Even if you'd now say "hey, I can live with that - if I'm raiding, noone joins/leaves in combat" - well, you can't really delay the change of the units until the second you're out of combat. And, what would happen if you were in AV, where any other second someone leaves/joines? A big mess.

    ... more removed ...

    Possible changes Blizzard could make:

    ... the changes removed ...


    Have you noticed that every day, 1-3 people come here begging for the same 2-3 custom layouts? And the response is "Blizzard Secure Raid Headers don't allow it."

    Sure, and without the Blizzard Secure Raid Headers, you can't reposition in combat.

    So what? How about a best-effort?

    Can't you just write 40 buttons. Not even using the raid headers. Those buttons can look any way you want them to, and each possible click on them can do anything you want it to. Target, cast, whatever. As long as you set it up before combat.

    So every single layout these people ask for would work. It would just have some weird annoyances if people join or leave while you're in combat, since Blizzard's frames update during combat, and yours can't. So what? Who cares? Your example of frames overlapping if a warrior leaves and a priest joins would be annoying, yes. So why would you implement it that way? Why not have 40 buttons, set up to display the way we want them to display, and sorted the way we want them sorted pre-combat. Any one of the ways people want them -- sorted by class forced into a 5x8 (so allow overflow), or rows by class sorted by name, or anything. Then if your priest leaves and is replaced by a warrior during combat, then the warrior is stuck in the priest group on your interface in the rwong alphabetical order until the combat ends. That's really not that bad of a situation to be in. In PvP, it's not like you're expecting a casual clean interface -- I make anyone who's out of range in PvP go 5% alpha anyway, so if the warrior in the priest group just joined? I won't even see that it's not the priest any more until long after I drop out of combat for a second.

    And obviously, when I'm rocking Naxx? People don't join and leave during combat. Unless something is going very, very wrong. And if something is that wrong, hey! who cares! Once the wipe's over, my interface'll update. :)

    I mean, I can accept the argument "With the way Grid is set up right now, that would be a lot of work and really annoying to maintain." But I have yet to see an argument that actually explains to me why it's not possible to have a 100% customizable layout option. And for people who really don't want to ever see a warrior in the middle of the priest group under any circumstances, there's still the sorting options that are available right now.

    -x

    PS theoretically, since I haven't actually *written* a grid-like mod that does what I was saying is possible, I could be wrong, and if so, I'd like to know why... what part of what I described isn't possible? :) Thanks!

    PPS I'm a fan of the current sorting systems, myself, and would never use the ideas I described, I only ask this 'cause it seems like it should be possible given everything I know about the secure system, and despite tons of requests for it, there seems to be this outright denial of it even being possible, so I'm interested in knowing why it's impossible, or why you say it is. :)
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from maia »

    Quote from Tekener »

    But one of the latest version of Grid breaks with the "Incoming Heal-Indicator"... :-(
    I ask myself why?


    I'm unsure too - but as I currently don't play at all, I have a hard time fixing it. As the code has less than 100 lines, I can only hope someone else can add some debug code and find out why it's broken (I believe it is since the 2.0.1 patch).


    I'm not sure if this is the problem I had, but I thought incoming heal indicator was broken, so I debugged it. My current version of Grid's incoming heal indicator works fine. Unless there's newer changes that broke it more, I posted a fix for the problem 6 days ago, in this very thread:
    http://www.wowace.com/forums/index.php?topic=2525.msg64762#msg64762

    If there's another bug in there that's more recently introduced (meaning since the actual last Grid release, 'cause I don't do SVN versions :)), then I don't know about that.

    The wiki has a link to post bugs, but the link is broken. Where should Grid bugs be posted, since it appears my previous post of this bug was missed?

    -x
    Posted in: Grid & Grid2
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    posted a message on Grid
    The GridStatusHeals is not working properly (at all) for GridUsers.

    The parsing of CHAT_ADDON_MSGs is broken.

    Line 105 of GridStatusHeals.lua should read:
    local what, who = string.match(message, "^([^ ]+) ?(.*)$")


    string.find does not return the (...)'s any more, as of lua 5.1.

    I made that change and it started working for me.

    Sorry if this is not the right place for bugs, but trac (as linked in the wiki) doesn't work.

    -x
    Posted in: Grid & Grid2
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    posted a message on Man, doesn't everyone hate FlexBar?
    Thanks for all the responses, I was originally thinking of Visor, but knowing all the new stuff is quite useful as well. :)

    -x
    Posted in: General AddOns
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    posted a message on Man, doesn't everyone hate FlexBar?
    Okay, hate's not the right word. I've been out of the modding community for a little while guys, and a friend of mine is looking for a FlexBar like mod. I said that there used to be one (Originally by Rowne, I think?) that was quite awesome, super-powerful, highly efficient, and better than FlexBar in every way.

    Then I went and looked, and I couldn't find it.

    I forget the name, of course.

    Anyone willing to help me out? What's the current state of an action-bar customization in the ace world? I don't trust non-ace work. :)

    -x
    Posted in: General AddOns
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    posted a message on Detox needs your help
    Remove Lesser Curse: (that is what you meant by "Remove Curse" right?)
    Hand on no target,
    Hand on enemy,
    "Nothing to dispel" on friendly without a curse.

    From my understanding, it's only the "remove magic" types that cast on enemies. Well, that, and the paladin spell that dmages enemies and heals friendlys, depending on the target. :)

    And obviously, buffs cast no matter what (abolish *), and one-shot spells don't. :)

    -x
    Posted in: General AddOns
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    posted a message on Detox
    Anyone know what FuBar_DebugProfiler is called these days? I'd like to run some performance tests on Detox. :)

    -x
    Posted in: General AddOns
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    posted a message on SCT 6.0 / SCTD 3.0
    Quote from andreasg »

    I love being able to see whom I heal, but when I use vampiric embrace, it is simply too much. Is it possible to squelch SCT messages that is a result of vampiric embrace?


    I would love to see this as well. Instead of getting 5 VE notes, just a single one would be really nice, saying how much it was supposed to heal for. Or squelch 0-heals, at least, 'cause overhealing with VE is a meaningless point. :)

    -x
    Posted in: General AddOns
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    posted a message on GMail (A CT_MailMod Replacement)
    guild and friend autocomplete are standard WoW interface now... I'd hope they work pretty well... :)

    Will you be adding other useful features, like alt-clicking messages to read/extract/delete them, or alt-clicking items in your inventory to mail them to the current "to: " field?

    -x
    Posted in: General AddOns
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    posted a message on WitchHunt 3.0 for 2.4
    Had a problem with WitchHunt the other day causing problems with other Ace2 addons, since it isn't using either RC1 or RC2, it's using the trunk straight from the svn. So other Ace2 addons, which expected RC2 functionality, were breaking when I loaded WH, which replaced the Ace2 with a newer one... Until Ace2 becomes "stable," and is actually released, we will likely have a lot of problems running multiple Ace2 mods, unless they were all written on the same base Ace2 release.

    Might I suggest linking in specifically RC2, though? Until RC3 comes out? So you don't accidentally throw in random bugs while they work on Ace2? :)
    Posted in: General AddOns
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    posted a message on Categoriezed/Sorting/Awesome OneBag++
    Not yet, Psycho. Ramble and I have been reworking a few concepts and adding power to the system in general, sorry. Next release, though. :)

    tekkub, I'm sending you a PM (just in case you don't check 'em :))

    -x
    Posted in: Addon Ideas
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    posted a message on Categoriezed/Sorting/Awesome OneBag++
    Quote from "tekkub" »
    Bout damn time! :P

    One thing I'd like to say, modules doesn't necessarily imply folders that the user can remove. Most of my code is modularized at least to the extent of seperate files for seperate functionality. I guess really classes is a more appropriate word for that. I honestly believe you should put PT in (I know I've said that a lot eh?), and that it should "just work" if PT is there, don't make it hard on the user. Nonetheless, if it were me I would call the PT code of the addon a class/module and I'd put them in a seperate file. It makes for easier maintenance and debugging, for example I can turn on AceDebug for PT's tradeskill module and I won't get debug messages for the core addon. It's really a design choice there I guess, I wrote PT so that it'll run fine if that module/class/whatever is removed, but it's generally intended to be there in the first place. That's what I try to strive for in the end with all my addons. Users can remove parts if they want and it should work fine, but I personally would want them to install the whole thing.


    Well, every file is observably a memory waste. No idea what Blizzard does, but having two files with the same code makes the same mod significantly more wasteful of memory. At least, that was the case when I tested it. :)

    It will work fine without PT, and the entire PT "module," as is right now, is roughly 8 lines of code, so I'm not worried 'bout providing it in a separate file. :) I'll keep you informed. Today'll be a busy day at work and at home for me, so I might not get this next release out 'til early next week. :/

    -x
    Posted in: Addon Ideas
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    posted a message on Categoriezed/Sorting/Awesome OneBag++
    Quote from "Stylpe" »
    Quote from "xelepart" »
    You're welcome! I know neither does the sorting that you wanted, but I'm actually interested in what you come up with. If you get PT/InvSort style sorting with a vertical "<miniicon> - name" tree-like inventory systtem, I might stop using InvSort. :P

    That's pretty much exactly what I had in mind :D

    But right now I'm in the middle of a C++ project, so I won't be starting on this for a while =/


    AH well, that's too bad. :) Cheers to you when you do, thouhg.


    Back on subject -
    Ramble and I discussed, and I think we're going to fully integrate PT. As in, no module required. If PT is installed, it will use it. No default categories, PT is the source for them. So you win, tekkub. :) Me out. Fixing this stuff up.

    -x
    Posted in: Addon Ideas
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    posted a message on Categoriezed/Sorting/Awesome OneBag++
    Quote from "Stylpe" »
    Thanks for the links, xelepart =)


    You're welcome! I know neither does the sorting that you wanted, but I'm actually interested in what you come up with. If you get PT/InvSort style sorting with a vertical "<miniicon> - name" tree-like inventory systtem, I might stop using InvSort. :P

    -x
    Posted in: Addon Ideas
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    posted a message on Categoriezed/Sorting/Awesome OneBag++
    Quote from "tekkub" »
    I mean, the plugin structure in place is nice, I'll fully support it, I just think thatthe stuff xele is including with his download should just be modules. Performance impact is miniamal for a plugin/module here (which is NOT the case with Titan/Bosspanel addons) so I see no reason why they shouldn't just be modules in the core addon. The user can always choose to delete the lua files for a module if they want and it'd be fine, but the base sets shouldn't be seperate addons in my crappy opinion :P

    If you conduct repeatable tests that show that there's a performance enhancement for having it as a single addon, I'll do it. All the tests I conducted, which are most of the ones I'm aware of, show that it's number of files, not number of addons, that has the highest effect on load speed and memory usage. And I'm sorry you have a crappy opinion. :P heheh


    Hey xele, I was thinking about it at lunch/dinner... if the icon for a set isn't defined you should use an icon for an item in the set, or if it can't find one just use that big red ? icon of Blizzy's. Then we have the option of a static or dynamic icon.
    + Ramble's response

    I kinda disagree with this. You don't want the little icon on the iconbar that's supposed to immediately scream to the user "THIS IS FULL OF POTIONS" to be dynamically changing on them every time they run out of mana potions or pick up a new Absolutely Terrible Health Potion. You want it static from the moment they start.

    As for the "second" icon -- the summary button icon, for when the summary is empty? Sure, that could default to the "empty" slot icon, but it'll be confusing if you have "empty" summary with 30 empty slots, then "empty" ammo with 16 empty slots, both at the same time, visually no different. That's why the "empty ammo" has a separate icon.

    I really think that someone, somewhere, needs to pick a consistent good icon for every rule. And if we're not actively defining every rule for the user (they make categories then and/or/not rules together, ala an Eng-like system), then the user needs a good way to pick icons. And as we all know, that leads to ugly, ugly, ugly interfaces.

    Perhaps all new categories start with the ? icon, then you can right-click the ? icon and get a "set icon as..." option, which then lists the items in the rule? So you can set it in-game whenever you want? Same with Summary Buttons?

    It looks like I'm gonna have a lot of context menus to write with the Eng-like rule builder and the icon selector... guess I'll have to go learn how THAT stupid XML works now... ::sigh:: Ramble, drop out of college and write this mod for me. please. :)

    -x
    Posted in: Addon Ideas
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